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Introduction to 3ds Max 2015
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Released Jun 4, 2014
Multiple Authors
Pluralsight
Multiple Authors
This in-depth tutorial is designed to help you get a solid understanding of the core features found in 3ds Max, and help you to ease your transition into this very powerful program. So during the course of these lessons, you'll have a chance to learn about different aspects of 3ds Max from several of our instructors here at DT.

Digital-Tutors is the worlds largest resource for Autodesk training, and over the years, we've had the honor and the privilege of teaching some of the top artists and studios all around the world. And for the next several hours, we'll be giving you the most structured, well-rounded, and easiest to follow 3ds Max training that you'll be able to find anywhere.

In the first portion of this tutorial, we'll be getting you familiar with some of the vocabulary and foundational skills that you'll need in order to begin moving around and working in 3ds Max. From there, we'll move into exploring some of the modeling features found in 3ds Max, and we'll begin building the mech that will be our central project for the remainder of this course.

From there, we'll take you through the entire process of adding textures and materials to the mech, adding animated movement and animation controls, adding dynamics, and finally we'll learn how to add lights, shadows, and output our final animated sequence.

This training is designed for new 3ds Max users, so our goal is not to weigh you down with a lot of technical information. Instead, we want you to form some really good habits and workflows – getting to see the entire start-to-finish pipeline for this project – and by the end of this tutorial, we want you to be at a point where you can feel very comfortable using 3ds Max.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
02:06
Interface overview
2

Interface overview

 
07:10
Viewport navigation
3

Viewport navigation

 
07:59
Creating a 3ds Max project folder
4

Creating a 3ds Max project folder

 
06:00
Selecting and viewing objects
5

Selecting and viewing objects

 
07:56
Creating and manipulating geometry
6

Creating and manipulating geometry

 
08:13
Accessing sub-object modes
7

Accessing sub-object modes

 
08:58
Grouping and parenting
8

Grouping and parenting

 
06:15
Modeling overview
9

Modeling overview

 
01:07
Setting up reference images
10

Setting up reference images

 
08:13
Modeling the hull
11

Modeling the hull

 
08:30
Beginning the helmet
12

Beginning the helmet

 
07:17
Smoothing the splines
13

Smoothing the splines

 
07:43
Finishing the helmet
14

Finishing the helmet

 
06:04
Modeling the pelvis
15

Modeling the pelvis

 
07:37
Modeling the shoulder mount
16

Modeling the shoulder mount

 
07:08
Modeling the shoulder socket
17

Modeling the shoulder socket

 
07:02
Modeling the upper arm
18

Modeling the upper arm

 
08:07
Modeling the elbow joint
19

Modeling the elbow joint

 
08:00
Modeling the arm cannon housing
20

Modeling the arm cannon housing

 
07:47
Modeling the arm cannon interior
21

Modeling the arm cannon interior

 
07:15
Modeling the gun barrel
22

Modeling the gun barrel

 
07:17
Mirroring the arm
23

Mirroring the arm

 
08:42
Modeling the upper leg
24

Modeling the upper leg

 
09:42
Finishing the upper leg
25

Finishing the upper leg

 
07:36
Modeling the middle leg link
26

Modeling the middle leg link

 
09:55
Modeling the lower leg
27

Modeling the lower leg

 
07:47
Modeling the front foot piece
28

Modeling the front foot piece

 
06:56
Modeling the back foot piece
29

Modeling the back foot piece

 
08:08
Modeling the mid sections
30

Modeling the mid sections

 
07:17
Modeling the jet pack tank
31

Modeling the jet pack tank

 
09:19
Modeling the jet pack exhaust
32

Modeling the jet pack exhaust

 
08:02
Modifying the hip to function
33

Modifying the hip to function

 
07:46
Modeling a hose
34

Modeling a hose

 
07:49
Adding the final elements
35

Adding the final elements

 
05:40
Using smoothing methods
36

Using smoothing methods

 
08:18
Smoothing the shoulder pieces
37

Smoothing the shoulder pieces

 
08:04
Smoothing the arm pieces
38

Smoothing the arm pieces

 
09:21
Smoothing the accessory pieces
39

Smoothing the accessory pieces

 
07:57
Smoothing the lower body of the mech
40

Smoothing the lower body of the mech

 
09:02
Adding the final details of the helmet
41

Adding the final details of the helmet

 
08:40
Materials and texturing overview
42

Materials and texturing overview

 
01:08
Material editor overview
43

Material editor overview

 
07:38
Modifying the basic parameters of a material
44

Modifying the basic parameters of a material

 
08:42
Adding multiple materials to a single object
45

Adding multiple materials to a single object

 
08:14
Using procedural maps
46

Using procedural maps

 
05:59
Unwrapping UV basics
47

Unwrapping UV basics

 
07:10
Exploring the unwrapping tools
48

Exploring the unwrapping tools

 
09:47
Using substance materials
49

Using substance materials

 
10:47
Outputting a UVW template
50

Outputting a UVW template

 
04:25
Adding file textures
51

Adding file textures

 
07:57
Adding a bump map
52

Adding a bump map

 
06:38
Rigging overview
53

Rigging overview

 
00:26
Preparing our model to be rigged
54

Preparing our model to be rigged

 
14:18
Creating groups in 3ds Max
55

Creating groups in 3ds Max

 
07:15
Finishing the grouping process of our model
56

Finishing the grouping process of our model

 
07:02
Creating a global control
57

Creating a global control

 
04:55
Building a control object for the mech's upper torso
58

Building a control object for the mech's upper torso

 
05:38
Creating a control for the mech's lower torso
59

Creating a control for the mech's lower torso

 
05:59
Controlling the lower back
60

Controlling the lower back

 
04:25
Adding a control for the mech's center-of-mass
61

Adding a control for the mech's center-of-mass

 
04:44
Building your first bone chain
62

Building your first bone chain

 
05:58
Finishing our initial bone chain
63

Finishing our initial bone chain

 
04:53
Setting up bone chains for the mech's toes.
64

Setting up bone chains for the mech's toes.

 
07:08
Mirroring bones in 3ds Max
65

Mirroring bones in 3ds Max

 
04:39
Connecting the mech's legs to follow the rig
66

Connecting the mech's legs to follow the rig

 
06:33
Skinning objects in 3ds Max
67

Skinning objects in 3ds Max

 
05:44
Deforming the fueling line's envelope object
68

Deforming the fueling line's envelope object

 
05:20
Controlling the fueling line
69

Controlling the fueling line

 
03:51
Deforming the mech's mid section
70

Deforming the mech's mid section

 
04:03
Attaching the mid section to follow our rig
71

Attaching the mid section to follow our rig

 
03:40
Creating the mech's arm bones
72

Creating the mech's arm bones

 
07:29
Connecting the arms to our rig and adding inverse kinematics to the limbs
73

Connecting the arms to our rig and adding inverse kinematics to the limbs

 
06:20
Controlling the mech's legs
74

Controlling the mech's legs

 
07:18
Finishing the leg controls
75

Finishing the leg controls

 
04:40
Creating custom attributes and wiring parameters
76

Creating custom attributes and wiring parameters

 
09:07
Arm controls
77

Arm controls

 
04:24
Rigging with the Reaction Manager
78

Rigging with the Reaction Manager

 
09:17
Making our scene animator-friendly
79

Making our scene animator-friendly

 
05:28
Animation overview
80

Animation overview

 
00:42
How to create and edit keyframes in 3ds Max
81

How to create and edit keyframes in 3ds Max

 
07:43
Managing keyframes in the Curve Editor and cycling animation infinitely
82

Managing keyframes in the Curve Editor and cycling animation infinitely

 
08:52
Working with Auto Key and creating simple expressions in the Curve Editor
83

Working with Auto Key and creating simple expressions in the Curve Editor

 
05:57
Creating expressions
84

Creating expressions

 
05:12
Path animation
85

Path animation

 
05:00
Creating crowds with Populate
86

Creating crowds with Populate

 
04:37
Starting on our final project
87

Starting on our final project

 
03:02
Animating the mech's platform
88

Animating the mech's platform

 
08:41
Blocking in the mech's performance
89

Blocking in the mech's performance

 
07:06
Finalizing our blocking pass and starting on our polishing stage
90

Finalizing our blocking pass and starting on our polishing stage

 
07:32
Finishing the mech's polishing pass
91

Finishing the mech's polishing pass

 
04:53
Adding a shot camera
92

Adding a shot camera

 
05:55
Wrapping up the animation and previewing animations in real-time
93

Wrapping up the animation and previewing animations in real-time

 
04:17
Dynamics overview
94

Dynamics overview

 
00:52
Creating particles in 3ds Max
95

Creating particles in 3ds Max

 
07:59
Modifying the particle system behavior
96

Modifying the particle system behavior

 
07:07
Using space warps
97

Using space warps

 
08:16
Creating the fog material
98

Creating the fog material

 
09:12
Finalizing the fog material
99

Finalizing the fog material

 
05:42
Finalizing the particle system
100

Finalizing the particle system

 
06:07
Lighting and rendering overview
101

Lighting and rendering overview

 
01:05
Understanding light types in 3ds Max
102

Understanding light types in 3ds Max

 
08:13
Basic light parameters in 3ds Max
103

Basic light parameters in 3ds Max

 
06:59
Understanding diffuse and specular components
104

Understanding diffuse and specular components

 
07:29
Utilizing the Object Properties window in 3ds Max
105

Utilizing the Object Properties window in 3ds Max

 
06:40
Changing the rendering engine used by 3ds Max
106

Changing the rendering engine used by 3ds Max

 
03:29
Setting up image-based lighting in 3ds Max
107

Setting up image-based lighting in 3ds Max

 
08:34
Working with additional light sources in 3ds Max
108

Working with additional light sources in 3ds Max

 
07:46
Optimizing render speed in 3ds Max
109

Optimizing render speed in 3ds Max

 
07:33
Fine-tuning particles and other materials
110

Fine-tuning particles and other materials

 
08:03
Adding motion blur and improving rendered image quality
111

Adding motion blur and improving rendered image quality

 
06:45
Outputting our final animation from 3ds Max
112

Outputting our final animation from 3ds Max

 
07:34
Converting an image sequence to a movie file in 3ds Max
113

Converting an image sequence to a movie file in 3ds Max

 
05:26